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TWiXT

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  • @Patrick1088 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168130#Comment_2168130

    I like bile Doctor, but I really enjoy the CryptTV weapon. Are we able to mix and match, or is it a legendary skin so we can't?

    Legendary. All linked unfortunately.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168428#Comment_2168428

    Wouldnt nurse be F-tier with this reasoning? Imo its easier to learn docs shocks then nurse blinks. With good shocks he is not a chase monster, but he is decent.

    A bad doctor doesnt matter. If he would play against survivor on the same skill level he wouldnt need to use his power anyway. It sounds like you base the strength of a killer with the scenario "bad killer vs decent survivor". Correct me if im wrong.

    You are semi-right. What makes Nurse S tier is the fact that once you put in the time to learn her, she's practically a force of nature/act of god/broken as hell killer. Sure she takes much longer than any other killer to get even "decent" with, and getting "good" takes even longer, but she outplays Doctor by such a large amount using her power, that he's no where near her level.

    Unlike Nurse however, Doc has much more Diversity in his builds, and that is where he shines the most, but unfortunately the avg player just ignores this aspect, and don't realize how much he "breaks the game" with said builds. Because of That, I've come across and beaten so many Doctor players who either haven't built him properly, have gone with a default build, or don't know how to use him effectively with the build they've chosen.

    A good Nurse can down a survivor in less than 12 seconds while using her power. A good Doc on the other hand is Lucky if he downs one in less than 20. It's simple math. The faster the killer downs a survivor using whatever means they have, the stronger the killer. Freddy, while being a primary M1 killer can either slow survivors or TP to a gen anytime during the match, which gives him the mobility and anti-loop advantage. While Doc has Anti-loop, Its at a significantly lower advantage, and His mobility is completely restricted to the average killers M/S.

    Overall, Doc only has 1 trump card against all other killers according to the masses, and that is his Anti stealth... which unfortunately is being phased out by the devs, so its practically useless at this point. The Argument that he's C-D tier still stands... Unless you can present a Compelling argument as to why his ability is akin to any other killer in the upper tiers.

  • You on Computer or Console?

    Follow Up Question If on Computer: AMD, Intel, or Nvidia Graphics Processing Unit/Video Card?

  • I was expecting this to be a post about how muted and washed out the colors and textures are and how that affects people, like myself, during gameplay, and was gonna suggest options to help you, but sadly it was just a ######### joke about how bright the new coldwind farm maps are...

    Sigh... My advice/insight for people who actually have vision impediments, again like myself, is obviously wasted here.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167441#Comment_2167441

    If he is C/D-tier which of the killer are worse than him? I would say doctor is B-tier.

    "According to the masses" The Doc only has 2 gimmicks:

    Anti-stealth

    Possible anti-loop... if you're good at timing his shocks.

    Otherwise, he's entirely an M1 killer. If the Doc you are against can't time their shocks, then the only advantage they have against you is knowing where you are, but not where you'll be. Add in the fact that Lockers, and Calm Spirit completely counter his anti-stealth power, and you've got a killer that, at best, can't compete with the likes of

    Spirit, Nurse, or Freddy (yes even after the "nerf").

    Those 3 are cream of the crop S Tier.

    A Tier for me is Blight, Hillbilly, LF, Huntress, Hag, and Trapper.

    B Tier Starts at Oni, Executioner, Shape, Ghost Face, Pig

    C is Plague, Demogorgon, Deathslinger, Clown, Doctor-

    D tier is -Doctor, Wraith, Twins,

    and F is Legion, Trickster.

    The bottom line for how I rate them is how their power/ability helps them in a chase. The faster they can down a survivor, the better, and unfortunately Doc just can't compete against a plethora of other killers that not only can down survivors faster, but can do so with their power/ability.

    Doc is an M1 killer with a slight advantage in Anti-Stealth which can be defeated with 1 perk, and anti loop, which takes a LOT of experience to master. IF everyone put as much time into Doc as I have, and realized His potential as the single most versatile killer in the game as far as builds go... then I would gladly put him up in the A-B territory. Honestly it's really a shame because his add-ons, and perk combinations can completely change his playstyle in ways survivors never expect! Last Night alone I played Ninja Doc x2, World Wide Doc 1x, Impossible Skillchecks Doc 1x, Sniper Doc x1, and Bully Doc 1x! All of which changed his TR, the way you play him, and the way survivors try to adapt!

    Seriously, no OTHER KILLER gives you this many options for changing your gameplay with the add-on and build combo's! Sadly though, most people don't care about that, and treat him like they do every other killer: "What build is a good middle ground that equals the most wins on Average"

    IMO, They are just too chicken to really have fun with him/his build potential, and simply don't realize that no matter the build you choose, you CAN win with him as long as you know how to play it!

    Sigh... Sadly that's not the case, and he has his limitations, so... C-D tier... As much as I hate to admit it.

  • @bigbeefynacho said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167441#Comment_2167441

    It's funny tho. I haven't seen one skin on the 10000 docs I've faced since it came out.

    Personally I'm ok with the skin... but just don't think this:

    doc1.PNG

    Comes across as threatening as THIS:

    doc2.PNG

    IDK... I just feel that, for some reason, the reskinning of Doc's cosmetics make him much more imposing than the CryptTV Cosmetic...


    On the bright side though, The CryptTV Versions weapon takes up a hell of a lot of less screen space than any of his other weapon cosmetics do, so... it's not a total loss for those who purchase it! (The same can't be said for the poor Huntress CryptTV skin)

  • I honestly don't mind that it's a stealth detection perk, as there are many other ways killers can gain the undetectable status now, and it's not exclusive to any killers base kit anymore. If survivors didn't have a perk that gave them an advantage against stealth killers, then that would be the only type of killer played. My only issue with it is that excessive range.

    Reduce its range from 36 to 16 or even 24 meters and that would fix most of the issues with it. 36 meters is larger than any killers natural TR, so just by getting that alert that far in advance, the survivors have plenty of time to walk away far enough that the killer doesn't even get a chance to chase them. The fact that it detects stealth killers makes it an anti stealth perk, and there would be nothing wrong with that if it had a shorter range. Killers like GF and Myers have to be a maximum of 32 unobstructed meters away from a survivor in order to stalk them, but:

    1. There's hardly a map in the game that features 32 unobstructed meters of open space, and
    2. Spine Chill activates and warns survivors at 36 meters, so even if you find 32 unobstructed meters to stalk survivors from, they'll know you're looking at them and run away before you can even close those last 4 meters to get into stalking range.

    Overall, Spine Chill's extremely Early warning range is the biggest problem with it, and I believe all it really needs to be better balanced is a shorter detection distance, e.g. 16 or 24 meters. That way, while it can still counter stealth killers, it gives the survivors less warning time, and stealth killers like GF and Myers who rely on their stealth mechanic in order to stalk survivors will still be able to do so without warning the survivors, as long as they stay outside the maximum detection range.

  • He feels like the same ol' silly C-D tier killer-with-an-annoying-mechanic to me, and this is coming from someone who mains him, and played as him and against him a few times today, so... *Shrugs*

    He got a new skin, and a visual update to his character model, but apart from that nothing really seems to have changed.

  • Think about the Southpark episode Make Love Not Warcraft, which featured the medias idea of what a "stereotypical gamer" looks like:

    Gamer Blight.PNG

    With that as the inspiration, I give you the "Stereotypical Gamer" Blight build: Adrenaline Vial + Placebo Tablet add-ons, and whatever perks you think might help you because honestly it won't matter. With this build Blight becomes addicted to energy drinks (Adrenaline Vial), and is overweight while taking the lazy route to get over that with Weight loss supplements (Placebo Tablet), but overall thinks he's a total badass and can still take down survivors irl when he isn't spending his time gaming.

    It's a lot of fun to challenge yourself with this build because it nerfs Blight so hard that I put it up there with the "Heavy Smoker Nurse" and "Burger King Myers" meme builds, wherein if you actually manage to get any kills while using the build... you freaking earned it!

  • A 2 second unlocking animation would be adequate for giving killers the chance to stop a survivors escape if they are chased to the hatch, but I always felt that survivors should Earn the ability to use the key in the first place, and that it should have a greater consequence for using it:

    For earning the ability to use the Key/activating the key, the key bearer either needs to have completed 3 gens with another survivor, or 2 gens themselves. It's easily doable, and the idea is to promote rewarding survivors/teammates for completing the primary objectives, instead rewarding an unhelpful turd hiding in a corner all trial with a free escape mechanic.

    As for Consequences, Using the key and successfully escaping should remove the hatch from the trial grounds for the remainder of the trial once it closes on its own, if the killer closes it, it'll remain in the trial. That way survivors will want to ensure that they get as many survivors out with with them as possible, or just say "Screw em, I've done my part!" and leave any remaining survivor(s) with no alternative way out. This could make coming into a trial with a key become seen as potentially toxic to the other survivors, but on the other hand, it still has the potential to getting everyone out, and they know you'll have to help them complete objectives in order to use it, so one could argue that if anyone gets left behind, It's their own fault for not paying attention and following you to the hatch.

    Just some thoughts on how Keys should work to be more of a risk and reward mechanic.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160753#Comment_2160753

    It's not that killers are mad abaut changing the meta, but just the fact that new overpowered perks REPLACE survivor meta. 90 second lucky break was hilariously broken perk. Can you imagine if something like brutal strength got buffed to 80% pallet breaking speed, it would change killer meta and also be extremely overpowered.

    The change they made to lucky break would have been more akin to changing Zanshin Tactics to reveal all auras of every pallet and vault location, but after striking a survivor, also reveal all survivor auras until you successfully down one of them. Effectively this would turn Zanshin Tactics into the Anti-Lucky Break perk, but would be heavily abuseable.

    Fortunately they nerfed LB to 45 seconds from the PTB's 90, which means that survivors get, at most, 1 and a 1/2 uses out of it. While that's healthier for the balance of the game, LB can still be used to decimate the killers Early game Pressure, which means gens will complete more often before the killer gets their first down. Still, the trade off is that once LB is used up, the survivors are down 1 perk for the remainder of the trial, so while it will suck for early game, it will mean less 2nd chance and escape perks available to the survivors for the mid-late game. IF the survivors didn't outright wreck your pressure and rush the gens in the early game, you'll have a better chance at getting them in the remainder of the trial. That's a big "IF" though.

  • Still does nothing against my Plague (who can see and hear infected survivors better), or Doctor (who can static blast to reveal where they ran off to or prevent healing by bringing them up to lvl 3 madness ensuring that they get only 1 use out of LB), so I'm mostly fine with it since they are my main 2 killers. Yeah, It'll be a pain against GF, Hag, Huntress, etc without any additional tracking perks like I'm All Ears, Stridor and such, but overall, because it was reduced to 45 seconds, survivors will get 1 and a half uses out of it at most, which seems a lot more fair than the PTB version.

    While I agree that it will impact the Early game Pressure against most killers, and that does worry me a bit, even if it becomes the new survivor meta, that means the survivors will have less perks for the mid-late game, and killers have options to adapt with tracking perks and add-ons if they get tired of running into it all the time.

  • Killer:

    Spectral Stalker:

    Your connection to the Entity intensifies when you're in pursuit of your victims, providing you with an advantage against survivors who attempt to evade your gaze. Your Red Stain Is now revealed to you. During a chase, Keeping a survivor highlighted by your Red Stain for 3 seconds will Activate Spectral Stalker, Once activated, when a survivor leaves your Red Stain, their aura will be revealed to you for 4/6/8 seconds.

    Spectral Stalker will not activate on survivors you put into the dying state during a chase.

    Spectral Stalker has a cooldown of 45/35/25 seconds.


    This Concept came to me in response to the upcoming Lucky Break buff. Basically you can see your own red stain now, so it'll be a good teaching tool to help newer killers become aware of how far their red stain reaches ahead of them, that way they'll learn to adapt their playstyle towards hiding it better. As an added bonus, if you chase a healthy/endurance protected survivor up close for 3 seconds before striking them, you'll be able to see where they're going after the hit, even if they aren't making sounds or leaving trails for you to follow anymore. They can still use perks like Distortion, or OoO against this, and it has a cooldown for the sake of balance. I just figured Killers might need this sort of thing to combat the inevitable Lucky Break + Iron Will combo's that will no doubt become meta.

  • Killer:

    Rusty Pallet Nails (R):

    Moderately (10%) Reduces the time it takes to Break a Dropped Pallet with the Default Breaking Action.


    Survivor:

    Pristine Pallet Nails (UC):

    Slightly (4%) Increases the time it takes for the Killer to Break a Dropped Pallet with the Default Breaking Action)

    Stacks.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150866#Comment_2150866

    I honestly liked them. I had never played Myers before so having a way to try him out was nice and just get a feel for how his power worked

    Don't get me wrong, the idea behind them was a decent one... but that "no Perk" restriction really messed up the execution of it.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150814#Comment_2150814

    Technically they have. Remember splinters? I’m pretty sure you couldn’t get a Myers splinter on Myers or vice versa.

    I just want to be able to have a specific chase music on a killer who doesn’t have it for example having slingers chase music on hillbilly

    Splinters were designed to allow people who hadn't purchased/unlocked a killers DLC to do so, but only at the base kit. If you already owned those killers, you would never receive a splinter for them. The Dev team eliminated them when they realized that

    A. No one wants to try a killer with a base kit restriction.

    B. An Ultra Rare Offering for supplying a Demo of a killer you don't own is pointless if you are more likely to lose your match due to the current rank you've achieved.

    "Technically" these WERE always universal to all killer bloodwebs. While they allowed you to play a specific killer you didn't own after selecting your killer, they weren't specific to any killers bloodwebs. Overall, they were a sad attempt at allowing people to Demo a killer... I mean come on... What player wants to demo a killer they've never played before but may have researched, without being allowed to equip the perks they think they would do best with (especially at the mid-high ranks)?

  • @glitchboi said:

    Burnt Note - Uncommon

    Multiple burnt pieces of one note indistinguishable, left behind by experimenters.

    The auras of survivors within 16m of you are revealed to you for the first 30 seconds of the game.

    Ripped Note - Rare

    A note torn apart into multiple pieces, rendered "obsolete" by its creators.

    The nearest dull totem's aura will always be revealed to you for the remainder of the trial until it is cleansed.

    Crumbled Note - Very Rare

    A mysterious, littered note crafted by experimenters.

    The auras of all generators and survivors within 32m of you are revealed to you for the first 60 seconds of the game until you interact with a generator.

    Sorry, I'm not creative as you guys. I tried my best :/

    I don't think you're giving yourself enough credit. Burnt Note reveals all nearby survivors and where they are going for the first 30 seconds of the trial, Ripped Note Reveals the nearest dull totem to you at the beginning of the trial and for the entirety of the trial until it's cleansed, and Crumpled Note... well it needs a bit of a boost in power, so here's my suggestion:

    Crumpled Note: This Reveals the closest 2 generators to you in the beginning of a trial for 45 seconds. Repairing either of these generators within that time Considerably reduces your chances of triggering skill checks.

    This way it Earns it VR status and gives you both information and a repair advantage.

    Overall, these ideas are good ones that give survivors information they can use against the killer. There's nothing about these ideas that seems to lack creativity!

  • @xXCAM3R0NXx said:

    Wish list of Fortune / Independence / Discovery

    Fortune (Yellow)

    - Spawn next to a chest

    Independence (Green)

    - Spawn on your own

    Discovery (Purple)

    - Spawn next to a totem

    All of these are awesome! The only gripe i have is with independence, It should be "Start the trial as far away from the other survivors as possible" Of course that does run the risk that you'll start closer to the killer, but on the other hand, what killer immediately looks to the nearest gens for a survivor? If I were you, I'd also Suggest making all of these Secret Offerings so the killer isn't alerted to what you're up to.

  • @Phasmamain said:

    All offerings would be yellow rarity(only one per bloodweb to reduce item cluttering)

    Would change the killers POV chase music to the offering you use(doesn’t change survivor music)

    Offerings for the killers music won’t appear on said killer

    Smashed banjo: A banjo hillbilly used to smash in a sheriffs head

    Bloody clown horn: A bloody clown horn Kenneth would use to lure in travellers

    Dusty guitar: A Guitar covered in desert sand used by a member of the hellshire gang

    Experimental HAM radio: An experiment by the doctor to try to emit music into someone’s brain 

    Battle drum: A drum used to signal a battle and keep troop morale up

    Worn music box: An old music box that Victor loved

    Fog horn: A fog horn used in midwich elementary school 

    Distorted Walkman: A Walkman that somehow ended up in Hawkins during the portal experiment 

    Piano: A simple piano (Myers)

    I get what you're going for but offerings have never been Character specific. So if you want to offer something universal to the campfire that reduces the chase music volume go with something like:

    Torn Drum(UC)/Split String(R)/Tiny Violin(VR): Slightly/Moderately/Considerably reduces Chase Music Volume.

    It's up to you if this is killer specific or not, but the overall effect is to reduce Chase music so that you can hear your opponents Footsteps, Breathing and actions better during the trial.

  • @C3Tooth said:

    Broken board (Killer)

    Green: Remove a pallet at shack.

    Green: Remove a pallet near the basement.

    Purple: Remove all breakable walls.

    Faded candle (Killer)

    Yellow: Hex totems are no more lit

    Collapsed wall (Killer)

    Red: Spawn a 3rd Gate, but a bunch of brick blocking the exit, survivor cant escape through it.

    As Trapper main, I will never use your "lower grass offering"

    It lowers Corn and Hidey bushes too, but I understand why you wouldn't use it! 😋

  • @BioX said:

    All You (both killer and survivor) offering:

    "for all players participating, all perk functionality is removed and any item or add on is returned to their inventory aka excluded from this trial"

    Might was well call it Basic Clay (UR): All perks and add-ons this trial equipped by either survivor or killer are deactivated. No equipped Add-ons are lost at the end of the trial. All Participants of this trial are rewarded 200% blood points after the trial ends.

    I love the idea of this one, as it ensures survivors and killers are forced to pit their well earned skills and basic knowledge of the game against each other without using perks or add-ons, but you need an effective incentive for everyone to want to run it, which is why I added a hefty blood point bonus in my revision. Please tell me if this is stepping too far away from your intended purpose for the Offering.

    Also, An offering is an object you can throw into the campfire before the trial starts, Which is Why I changed the name to Basic Clay, as that's representative of what I believe you were aiming for.

    Thanks for making this a Shared Offering!

  • @meowzilla69 said:

    Bread crumbs: attracts more crows.

    i want to get some decent value from spies from the shadows :3

    There we go, that's a great idea! Something to increase the amount of crows that can spawn in a map. I mean Seriously, Rotten Fields has 0 Scarecrows, and yet features 0 crows as well in its massive cornfield? This is including even the reworked Rotten Fields... I mean #########?

    To fit the Horror Theme though, I'd say name it Entrails or something, because crows are carrion birds after all. Maybe give it 3 levels, like: Week Old Entrails(C)/Festering Entrails(UC)/Fresh Entrails(R): Slightly/Moderately/Considerably increases the amount of crows in the trial grounds.

    Either way I love the idea!

  • A Few More Killer perks:

    Hunger of the Entity:

    The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 30/40/50% chance to be attacked by the Entity, interrupting their rescue progress and injuring them. Survivors put into the dying state by this attack have their aura revealed to you until picked up or they recover from the dying state.

    Chilling Presence:

    Your victims cold sweat just got colder. Survivors within your Terror Radius emit Slightly/Moderately/Considerably visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.

    Friendly Fire:

    The unnatural darkness has made survivors more sensitive to light. Survivors are able to blind each other with flashlights at 200% of the speed they are able to blind you and for 200% of the duration. Flashlights also gain a Moderately/Considerably/Tremendously larger width and range when affecting other survivors.

    Hex: Torment:

    A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

    Hex: Griefs Due:

    A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse All Hex: Griefs Due totems to remove its effect on them.

    Used and Abused:

    The trial grounds chests now stock previously owned and discarded things. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a Considerably lower chance of being Rare or higher quality.

  • Distressing is good on Wraith or GF if you intend to weaponize the additional TR gain. Examples:

    Starstruck + Distressing on Wraith is particularly good because you have to come out of cloak to pickup a survivor anyway, but then everyone within your 40m TR is now Exposed, and with his recent speed buff when cloaked, you just need a decent tracking perk or add-on like All-Seeing: Blood to complete the combo for a fast paced snowballing effect.

    Another example of how to Weaponize a larger TR with Wraith includes using The Beast: Soot add-on + Distressing, Coulrophobia, Nurses Calling, Sloppy Butcher; Since Wraith is 100% invisible up until 24 meters from survivors, first they get confused by the TR since they can't figure out where it's coming from, second you slow down healing with Coulrophobia + Sloppy Butcher, and finally you see their auras from 28 meters away when healing.

    These are just a few suggestions for how you can mess with survivors using Distressing on Wraith, and I'm sure you can think of other combinations of perks and Add-ons that pair well with it for the best synergies.

    Of course, If you haven't unlocked any of these other perks, Distressing alone with The Beast: Soot + Coxcomb Clapper add-ons makes for some fun and confusing moments for the survivors that you can take advantage of, you just have to get used to messing with their heads and keeping them paranoid of your whereabouts. This may not be as effective as making builds around weaponizing the Terror Radius with Distressing, but It's still pretty darn fun watching them panic and getting the upper hand because of it.

  • A few perks I came up with:

    Survivor:

    Tools of the Trade: 

    When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: 

    Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: 

    Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    Bribe:

    Your willingness to sacrifice your aides pleases the Entity. Once per trial you may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect 4/6/8 seconds. The destroyed item must contain at least 100/75/50% of its remaining charges for Bribe to activate.

    • Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.
    • Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.

    Getaway Plan:

    Your knowledge of the killers’ tactics gives you an edge when repairing generators. When there are 2 incomplete generators remaining to repair in the trial grounds, Pressing the activate ability button while repairing generator that has under 25/50/75% progress will power it down completely. The affected Generator reactivates at its currently held state of repair progress when a survivor interacts with it, the killer damages it, or when Getaway Plan is activated on another generator. Getaway Plan has a Cool down of 90 seconds.

    Committed to the Job:

    You have a Slightly/Moderately/Considerably lower chance of triggering skill-checks while performing repairing, sabotage and healing actions, and gain a progression speed bonus of 1/2/3% for those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the survivor who failed is revealed to the killer for 6 seconds.

    Devilish Deal:

    Your desperation to to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.

    Whenever you are struck by the killers Basic Attacks while afflicted by the Exposed Status Effect, Devilish Deal will trigger and grant you the Endurance Status Effect instead of being put into the dying state. When Devilish Deal is triggered, one of your other perks, picked at random, will be Marked by Devilish Deal and deactivated for the remainder of the trial.

    Devilish Deal can only be triggered up to a maximum of 1/2/3 time(s) per Trial.

    If Devilish Deal has been Triggered its maximum amount of times when you are struck while in the Exposed state, you will be put into the dying state.

    If Devilish Deal has been Triggered its maximum amount of times when you are hooked, You will be sacrificed regardless of which hook phase you would normally enter.


    Killer:

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 3/4/5 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break. The auras of all affected pallets are Revealed to you for the duration of the trial.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.

    Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of the currently acquired negative status effects picked at random.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status' for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 4%.

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 10/8/6 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via your killer instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, attacking another non-basement hook in the trial grounds with your basic attack will instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 120/100/80 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    Painful Neglect: 

    Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek:

    Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist:

    Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Intimidating Presence: 

    Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a Tremendously difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.

    Painful Presence: 

    Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a Tremendously higher chance at triggering difficult skill checks while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.

    Sadistic Rush: 

    The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.


    ... ok, so, more than a "few" 😋

  • And Crouching.

    So many people just don't seem to understand that when you're up against a Hag... you Crouch when approaching hooks, and keep crouching until you get away from the hook area. I can't tell you how many times I've crouched up to the hook to get a rescue only to have the idiot I just unhooked not take the hint and start sprinting away, or how often when I've been hooked, and my teammates just run right up and trigger the trap.

    The Hook camping traps are avoidable people! Either use a flashlight to disarm it or Just Crouch!

  • @Seraphor said:

    I'd say one rocket launcher spawns on the map at a time, opposite Nemesis at the farthest point. He has to go and pick it up. While carrying it, movement speed is reduced to 105%. Once used (as TWiXT suggested) it's dropped and you have to wait 90 seconds for another one to spawn, always at the farthest side of the map from where Nemesis currently is.

    If a survivor finds the launcher, they can sabotage it. Takes as long as cleansing a totem, and it then despawns and you have to wait 30 seconds for it to respawn again.

    I'm not a fan of giving survivors any control over the killers power. Think Plague: the fact that survivors have control over the most powerful aspect of her power is the primary reason why she's the least picked killer, and this is also why the devs have moved away from giving survivors that much control by removing their ability to sabotage Trappers traps.

    The idea of a 60-90 second respawn time (during which he's reduced to being a simple M1 killer) limits the amount of times he can use it in the average 10 minute match to only 10-6 times or less, and the fact that he'd have to go out of his way to acquire the launcher for use while also slowing down his movement speed when carrying it, already lowers his map pressure heavily, so giving the survivors the option to effectively neutralize his power just by finding it first would be excessively punishing. Can you imagine how brutal that mechanic would be when up against an SWF team on voice coms? They would dedicate at least one of their teammates to finding and destroying the launcher every time it spawns, while others distract the killer for the whole match, to ensure he never gets to use it against them.

    I'm fine with the other aspects that lower his map pressure, because something this powerful should be a High Risk, High Reward ability, but it won't do him any favors against Gen Rush teams, which is why I suggested that the launcher also needs to be able to damage/power down gens for a limited time to help him regain some pressure, and force him to choose to either target the survivors or the gens. Otherwise he'd have lower map pressure than an M1 restricted Hag or Huntress.

  • Pros:

    A Direct hit to any survivor caught in the center 3 meter radius of the blast area are instant downed,

    Every survivor within 3 meters around the center point is deep wounded and breakable walls/downed pallets in that range are destroyed.

    Total size of the blast radius is 6 meters

    Blast throws survivors 8 meters away from the blast area, likely pushing them into corners

    Fastest moving projectile,

    Can be laser guided to your target area,

    Direct hits to Generators take away 20% progress and power down/stall the gen for 15 seconds wherein it can't be repaired.

    Your Obsession is always revealed to you via aura when within your TR while aiming your Launcher (Nemesis did spend all game obsessed over Jill after all)


    Cons:

    Direct hits to gens don't start normal regression, and the Gen can't be kicked or affected by further damage via rockets or perks like Surge until after the 15 second powered down/stall time is up

    Laser guiding can overshoot or steer into the ground if following a target moving closer to you,

    Laser alerts survivors to where you're aiming prior to firing

    Laser guidance can fall victim to objects closer to you than your target area, obscuring your line of sight, and causing the rocket to steer in the wrong direction

    Globally loud, easy to see coming,

    You have to reload it which makes you hold still for 4 seconds.

    Lockers or spawning umbrella crates contain RPG ammo, which respawns every 45-60 seconds.

    Areas at which ammo spawns is RNG based.

    Only 1 rocket available to carry at a time for base kit, possibly more can be carried with add-ons

    Hiding behind cover that isn't a breakable wall or downed pallet grants survivors immunity from taking deep wounds or insta down damage

    Lockers are safe havens of invincibility vs rockets

    it takes 1.5 seconds of mount up time to aim before you can fire it, and 1 second to put away before you can basic attack

    Catching yourself in the inner blast radius after firing results in a 6 second stun, outer blast radius is a 3 second stun

    Nemesis moves at 4.4 m/s normally, 2.2 m/s when aiming.

    Indoor maps are his bane


    This is roughly how I'd do it, Overall the Launcher would be a Huge Risk, Huge Reward power to get good with, and has a very high learning curve.

  • All I can Say is, If I don't get Cheerleader or Nurse Rebecca... there's gonna be heck to pay. HECK I TELL YA!

  • Although not official, as it's a concept I came up with over 3 years ago and not currently in the game, How do you feel about THIS lore:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Often locked in the cellar for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making, and while a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught.

    After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as her doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother, Lucy spoke to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. Agnes felt her blood run cold as the epiphany occurred to her as she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip into shock, her stepmother stopped moving, and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but in her mind, none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard to convert the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening she could spare at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes initially resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes dodged it, but her mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for murdering Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered.

    Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hour. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    It's a long Read, but if you only read the Backstory part... I'm eager to hear your reveiw.

  • @HollowsGrief said:

    Sorry but the devs only like "buffing" one killer perk every 5 months, maybe in 20 years they will be fixed.

    @psionic said:

    Fixing and Behaviour is something contraditory.

    I feel you both, but neither of these comments are constructive to the post as much as just bitching about the Behavior Dev team. Do you guy's agree, disagree or just don't care about the idea's I've posted for fixing these perks? Do you have any suggestions of your own? or do you just feel content with bashing the dev team because of their lack of response to forum posters like myself, who feel killers could use at least a few buffs?

    In all Honestly, these forums are starting to feel more and more like the Evolve forums, wherein no matter how many Monster players cried about needing buffs, the devs completely ignored them, and buffed the Hunters instead, until no one wanted to play the Monster role anymore. I really hope that this game's devs don't make that same mistake. Otherwise, this game won't even last to the end of next year.

    So, While I understand/sympathize with you both, I don't want this discussion to devolve into a whole mess of BHVR bashing comments, and simply ask you to stick to the topic please, as if it might actually, at least be glanced at, by a Dev.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141508#Comment_2141508

    I can't believe this perk hasn't been messed with at all. It's a cool idea but is terrible in application

    It was designed in the 2016 era where survivors only lasted 60 seconds on the hook, so 30 seconds per hook phase, and even then it still only shortened the whole hook time by 9% or 5.4 seconds total. I mean sure, it reduced the chances of self escape on the initial hook phase so that survivors with Slippery Meat would have a higher chance at self escape on a basement hook, but still... With the addition of Deliverance, and how the current game operates, it was rendered even more useless than ever. If I were to tweak it, I'd make it this way:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    As mentioned above, Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency to survivor team.

  • For me it's hands down... Monstrous Shrine!

    You go to all that trouble to hook someone in the basement, and all it does is take away 10.5 seconds out of their 120 seconds on the hook. ######### even is this perk? That's only 5.25 seconds per hook phase, that doesn't create any urgency for the survivor team whatsoever, it's just useless!

  • @KingFrost said:

    We already do. It's called Dead Hard.

    That only protects you when you're already injured and being Exposed doesn't even matter. The power of the Exposed status is to reduce the amount of hits survivors take before going down from 2 to 1. Dead hard doesn't do Jack against the Exposed status.

  • Devilish Deal:

    Your desperation to to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.

    Whenever you are struck by the killers Basic Attacks while afflicted by the Exposed Status Effect, Devilish Deal will trigger and grant you the Endurance Status Effect instead of being put into the dying state. When Devilish Deal is triggered, one of your other perks, picked at random, will be Marked by Devilish Deal and deactivated for the remainder of the trial.

    Devilish Deal can only be triggered up to a maximum of 1/2/3 time(s) per Trial.

    If Devilish Deal has been Triggered its maximum amount of times when you are struck while in the Exposed state, you will be put into the dying state.

    If Devilish Deal has been Triggered its maximum amount of times when you are hooked, You will be sacrificed regardless of which hook phase you would normally enter.


    I Just came up with this off of the top of my head.

    Simply put, You get a maximum of 3 chances to ignore The Exposed effect, but once that's used up, it's game over. This could potentially wipe out the overall effectiveness of most Exposed Status perks, add-ons, or abilities, since it gives you complete immunity from the Exposed mechanic, but the trade off is less second chance or escape perks, and an instant sacrifice once its used up. Given that most killers will Expose you only once or twice per match though, The question is... would you be willing to make this deal?

    Edit:

    Improved the wording of this perk concept to better flesh out the effect and fall in line with how other perks are written.

  • Killer perks If it's Lady Dimitrescu

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break, and cannot be used to stun you. The auras of all affected pallets are visible to you for the duration of the trial.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession Suffers from 1 negative status effect, chosen at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state. Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of their currently acquired negative status effects.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.


    Alternatives:


    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status' for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 4%.

    These can apply to pretty much any killer from RE:

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 10/8/6 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via your killer instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, attacking another non-basement hook in the trial grounds with your basic attack will instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 120/100/80 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.


    I haven't played RE8 (just the demo) so Judging by Lady Dimitrescu's behavior and antics, these are Just a few off the top of my head. Thoughts?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131407#Comment_2131407

    That is true but I think people would still like to see your stab at it even if it ends up similar to mine. The more the merrier because clashing ideas make better ideas

    Thanks, and yes that's very true as innovation becomes more inspired when competition is involved. I also added a few more Perk ideas as alternatives, you should check them out if you have the time.

  • @bjorksnas said:

    Hex: Entities little helpers, dropped pallets are automatically broken after 14/12/10 seconds, if this hex is cleansed breaking 2 pallets will transform another dull totem into this hex, this hex is revealed to all survivors when it breaks a pallet.

    Blood hunt, Removes your ability to see scratch marks of injured survivors, Injured survivors leave a bright trail of blood, walking on this trail increases your movement speed by 5% and increase action speed by 10/12/15% these effects persist 2 seconds after leaving the blood trail, hemorrhage effects increase the width of the blood trail.

    Chain of command, Once every 40/35/30 seconds you can cause a single gen to become blocked for 3 seconds and start regressing, applies any perks as if you preformed the damage generator action (aka synergy with perks like pop, overcharge, oppression, surveillance, dead mans switch, dragons grip, trail of torment, and gives the ability to use them at a range)

    Wow, I was writing my comment before your suggestions popped up, and it looks like we both had a similar concepts regarding blood trails and pallets. :P

    Great minds think alike I guess.

  • Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain your movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break, and cannot be used to stun you. The auras of all affected pallets are visible to you for the duration of the trial.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession Suffers from 1 negative status effect, chosen at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless they can be removed by the actions of survivors or the hooked state. Whenever your Obsession Unhooks a teammate, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of their currently acquired negative status effects.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Edit: Even More perk ideas

    Draining Touch:

    Your attacks against survivors have additional and costly consequences. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status effects for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youth and vigor. For every 100/75/50 blood spots dropped by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 3%.

    Hex: Domination

    A Hex rooted in your desire to display to your power over both victims and the environment. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the very hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.


    Just a few off the top of my head. Thoughts?

  • Read the patch notes again dude, Killers got an epic buff for Zanshin Tactics! Not only did they remove the cooldown but they also increased the range of its aura reading, so Killers will always know when a survivor is heading towards a pallet, window, or a complete dead zone!

    Knowledge is POWER, so with this buff under our belts, I'm certain Killers will be UNSTOPPABLE!!!! It's really no wonder they had to buff Lucky Break, I mean Honestly... How could survivors compete when killers know where all the loops and safe pallets are ahead of time?

    /s

  • @dspaceman20 said:

    Can killers footsteps be loud too? I can't hear them at all.

    Killers footsteps are loud, especially when it comes to Oni and Demogorgon, who have such loud stomps it can be heard from 16 meters, even if they are Undetectable. The only killer who has no audible footstep sounds is the Nurse, but she floats, and at 3.68 m/s, so... I wouldn't expect her to make footstep noises. As for Mikey, Wraith, LF, Hillbilly, Clown, or even Deathslinger... their Footstep sounds can be heard from at least 12 meters away, but most people don't notice either because of their TR music, generator noises, or the TR heartbeat. However, I've personally heard an Undetectable Mikey approaching because of his footsteps and long before I even hear his breathing, so I know that is still at appropriate levels. I can't say I've heard them once the chase music starts, but at that point, hearing his footsteps was the least of my concern.

    In all fairness though, If you feel there is an imbalance in killer footsteps too, we might as well go for broke and up the volume on them as well. While this may mean the end of the Undetectable status as a way of getting the drop on survivors, It might encourage devs to buff the Undetectable status to remove that sound effect as well while "Undetectable"... which is something I think every Demogorgon main has been praying for since his release.

  • @Zaytex said:

    Should happen but it never will..

    IKR! However, in this case with the buff to Lucky Break (which even survivor mains/streamers are stating is Overpowered against killers), this plea might actually get SOME consideration. After all, this game relies heavily on having both killer and survivor players, and on top of that... the RE chapter is just around the corner! Do they really want all of those new players the RE chapter will bring in feeling alienated by an overpowered mechanic? I don't think so (at least I hope they're not that stupid).

    Nothing pisses off players more than getting into a game and finding "oh, you had a hard time doing x, well that's because you haven't unlocked x yet, or bought the required DLC"

    Here's hoping the devs pick up on this post, as it poses a genuine concern for this games future balance practices.

  • @Beelzeboop said:

    Also reduce chase music volume.

    That would help for many of the problems killers have keeping track of survivors via sound, but unfortunately, the devs have admitted that the chase music is loud in order to give survivors an audio advantage in a chase, so they're not likely to back down. Still, with the many tools survivors have to escape killers, hide from killers, attack the killers, counter the killers perks, counter killers attacks/damage, and gain almost endless 2nd chances, you'd think the devs would at least think to themselves and say:

    "Okay, now its time to give the killers a few advantages to help balance things out."

  • over 200 hours.

    to be more specific, and Please correct me if my math is wrong guys, but...

    2 matches to gain 1 rift fragment x 10 rift fragments to gain 1 level of the rift = 20 matches to gain 1 level of the rift.

    70 levels of the rift x 20 matches per level = 1400 matches.

    average of 10 mins per game x 1400 matches = 14000 minutes

    14000 minutes / 60 minutes = 233.3333333 hours of playtime.

    233.3333333 / 24 hours per day (with lots of caffeine and no sleep) = 9.722222222222208 days.

    233.3333333 / 16 hours per day (if you have no life, but still sleep 8 hours per night) = 14.583333 days

    233.3333333 / 8 hours per day (if this game is your job) = 29.16666666666663 days

    233.3333333 / 4 hours per day (if you play casually) = 58.33333333333325 days.

    etc...

    Typical Tome challenge averages:

    11 multi-match challenge nodes x 3 rift shards per challenge node completed = 33 rift shards

    9 single match challenge nodes x 5 rift shards per single match challenge completed = 45 rift shards

    33 + 45 rift shards for completing tome 4 lvl 1 challenges, + 10 rift shards rewarded for completing tome lvl 1 = 88 shards or 8 levels of the rift and 8/10ths of a level.

    Total time to get every challenge done, assuming you get each multi match challenge done in 2 matches, and every single match challenge done in 1 match: 2 matches x 11 multi match nodes = 22 matches + 9 single match nodes = 31 matches.

    31 matches x 10 mins per match = 310 mins

    310 mins / 60 mins = 5.166666666666667 hours.

    70 rift levels - 8.8 for completing the rift = 61.2 rift levels remaining

    20 matches per rift level x 61.2 rift levels = 1224 matches

    1224 matches x 10 mins per match = 12240 mins

    12240 mins / 60 mins = 204 hours

    204 hours + 5.166666666666667 hours to complete the tome 4 lvl 1 = 209.1666666666667 hours

    209.1666666666667 / 24 hours per day without sleep = 8.715277777777778 days.

    209.1666666666667 / 16 hours per day with 8 hours of sleep = 13.07291666666667 days

    209.1666666666667 / 8 hours per day = 26.14583333333334 days

    209.1666666666667 / 4 hours per day = 52.29166666666668 days

  • This is kind of why the penalty exists, because people have proved time and time again before the penalty, that they'll DC for literally any reason, however, with the PTB the story is a little different. Not only are DC's completely unpunished in the PTB, but the players are also risking nothing: They don't lose items, points, or ranking, and they also don't earn any rewards for participating in what basically amounts to beta testing the new upcoming features, so if their match isn't chill, "fun", or even showcasing any new content they want to try out, they're completely free to drop out and queue up for another match. This wouldn't be so bad if it also weren't for the fact that the PTB has far fewer participants than the live version, which makes the queue times ridiculously long for both Survivor and Killer players.

    This is also why the PTB is a bad testing ground, since it, in no way, represents peoples experiences with the new content on live servers. The best way the devs could fix this would be to incentivize players with either bonus Blood points or Auric cells given to their live account for participating (say 200k BP, or 50 auric cells per hour or 5 full matches spent testing), which would encourage more people to participate and work for their rewards, but unfortunately the devs can't do this because it would alienate the console crowd who can't participate even more than it already does, and it still wouldn't change the players DC'ing or toxic behavior.

    Once players have free reign to play how they want, no matter how exploitive or toxic, and with no consequences... they tend to reveal how little they give a damn about everyone else's fun, and even less how much they actually care about the development of this game.

  • I disagree. Totem Cleansing is a secondary objective that survivors can choose to either do or ignore, and for the most part they ignore it. Now not only is Small Game going to become the quintessential totem detection perk, It'll also keep track of how many totems are left for any survivor that uses it. By keeping this information bound to a perk, the survivors have to use up 1 perk slot, which feels more balanced considering how valuable that information is to survivors, especially when approaching the end game (talking about NOED avoidance). Whereas Giving survivors that information as a base part of the in game UI/Hud becomes all advantage to the survivors, and no disadvantage for having access to that information. If this were base kit to the UI, lets face it, Certain hex perks would become antiquated and useless. By giving this information only to the survivors that equip the perk, they are essentially equipping it in order to counter any hex perks the killer might bring in, and thus it becomes a perk with the sole purpose of defeating another perk, which to me sounds like a fair trade off.

    On the other hand, in the case of SWF on voice comms, only one survivor would ever need to equip the Small Game in order to inform their teammates of how many totems are left in the match, which by this use, will have the same effect as having the information base kit UI, and effectively render those hex perks pointless without costing multiple survivors their perk slot. This is where the perk becomes an imbalanced advantage for the survivor team, so with this change to Small Game alone, they've just made SWF that much stronger against the killer players who use hex perks.

    TL;DR

    Making this information available as base kit in game UI/hud is the unfair option, because as long as it's tied to a perk, the survivors have to choose to use up a perk slot for it, but if they didn't have to, then the Hex perk mechanic in the game (especially NOED) would go the way of the dodo. You're demanding the devs give survivors information that gives them a hefty advantage against the killers, without sacrificing anything to compensate for receiving said information, and for that, I disagree with this OP's opinion.

  • I disagree. Totem Cleansing is a secondary objective that survivors can choose to either do or ignore, and for the most part they ignore it. Now not only is Small Game going to become the quintessential totem detection perk, It'll also keep track of how many totems are left for any survivor that uses it. By keeping this information bound to a perk, the survivors have to use up 1 perk slot, which feels more balanced considering how valuable that information is to survivors, especially when approaching the end game (talking about NOED avoidance). Whereas Giving survivors that information as a base part of the in game UI/Hud becomes all advantage to the survivors, and no disadvantage for having access to that information. If this were base kit to the UI, lets face it, Certain hex perks would become antiquated and useless. By giving this information only to the survivors that equip the perk, they are essentially equipping it in order to counter any hex perks the killer might bring in, and thus it becomes a perk with the sole purpose of defeating another perk, which to me sounds like a fair trade off.

    On the other hand, in the case of SWF on voice comms, only one survivor would ever need to equip the Small Game in order to inform their teammates of how many totems are left in the match, which by this use, will have the same effect as having the information base kit UI, and effectively render those hex perks pointless without costing multiple survivors their perk slot. This is where the perk becomes an imbalanced advantage for the survivor team, so with this change to Small Game alone, they've just made SWF that much stronger against the killer players who use hex perks.

    TL;DR

    Making this information available as base kit in game UI/hud is the unfair option, because as long as it's tied to a perk, the survivors have to choose to use up a perk slot for it, but if they didn't have to, then the Hex perk mechanic in the game (especially NOED) would go the way of the dodo. You're demanding the devs give survivors information that gives them a hefty advantage against the killers, without sacrificing anything to compensate for receiving said information, and for that, I disagree with this petition.

  • Why does anyone Thirst for the Villain in any story? Are they fundamentally sexier, more provocative, controversial... or Is it simply because they are the more interesting character?

    Whether or not you sympathize with the killers in this game, I feel that the connection to them runs deeper for us all as human beings.

    There's a question that haunts all civil societies:

    "Are Some People are alive today only because it's Illegal to kill them?"

    For those who consider themselves sane both mentally/morally, and strive to be the best person they can, the answer is an obvious "No", but for those who are unsure of themselves, their self control over their own instinctive impulses, and their natural urges, the answer becomes a resounding "Yes".

    Humans are Violent creatures by nature. When someone slights us in public, we ignore it and move on, When something upsets the norm, we fight it, no matter how drastically it affects us, when someone attacks us we fight back, and when someone threatens our life/lively hood... we fight back dirty!

    In the case of these killers, we all see a little of ourselves living out the ultimate fantasy of what we, as civilized people, are afraid of most... Letting go. There are literally real life serial killers currently serving time in prisons who get fan mail/love letters from hundreds of people every day! Why? Because they did what so many of us wish we could... they Let Go of any restrictions society imposed upon them, they Let Go of the masks they used to show society thus dropping the act, and they ultimately shouted at the top of their lungs: THIS IS ME! GIMME WHAT YOU'VE GOT!

    While what they've done is deplorable, and horrendous, there still lies that little part of us all that wishes we were that free to be... well... us.

    The part that wishes we could beat the ######### out of that bully that beat us up in the third grade. The part that wishes we could make Chad from our team at the call center disappear because he's such a waste of human flesh who just seems to know how to game the system and get promotions ahead of us despite being a total dick weed, and that part that wishes that all the people who have ever put us down would just curl up and die!

    We however, must remind ourselves... that these killers took all of those fantasies one step further, and decided that it didn't matter who their victims were, as long as they satiated their personal urge to kill... and thus aren't actually worth our thirst as they would consider us just as much another potential victim.

    My Point being that, we admire them for what they represent: Freedom from the established societal norms. But, we tend to forget what they actually are: Predators of humanity.

    Why are we Thirsty for them? Because they do what they want, Kill who they want, and Don't give a damn about consequences, no matter how twisted their outward appearances are.

    Why we should actually Fear them: ... They don't give a damn about you, and very likely, consider you nothing more than their next victim.


    So while all of us have a deep down, possibly instinctive connection to them... and despite the fact that we should rightfully shun these "monsters"... we can't help but admire them... and I'm honestly unsure of whether or not we should or shouldn't be this way, because of Darwin's ever present theory:

    "Survival of the Fittest".

  • Unpopular Opinion:

    Killers need at least 5 save-able Loadout slots for their perk/add-on builds. That way they can switch to different builds on the fly in the lobby based upon what they see the survivors bringing in, since they can no longer change the killer they picked after queuing up, this gives them a better chance to adapt.

    Unpopular opinion because: [Enter Entitled Survivor complaints about killers gaining more ease/control to adapt to what they see in the lobby before the match starts, and why that would break the game]

  • Sorry, I have to kill you for this suggestion. This is entirely dependent on the idea that the survivor will even get a skillcheck during their actions, and negates actions like unhooks, doing bones, or sabotaging. While I like the Idea that it completely nullifies the perk as soon as a survivor succeeds or fails any skillcheck while its active as if they used it, that just means that survivors with it will only do bones (btw, apparently self healing especially with perks like Inner Strength doesn't count against the DS Timer) unhooking and sabotage without fear of repercussions since if the killer downs them during those actions, they'll still have DS available to them. Also there's currently a Bug wherein unhooking doesn't deactivate DS, so you're basically asking to make this bug a "feature".

    As for the idea that it's not truly an anti-tunnel perk because the killer hit with it will still come after you... that's what teammates are for, or at least should be. You hit the tunneling killer with DS, and they should be stepping up to defend you by taking hits and drawing him away from you. Sadly this isn't a perfect world much less the mentality most players take. They'd rather 1 survivor dies early and makes the game harder for the rest than trying to take one for the team. Your death in this circumstance is not on the mechanics of DS or the Killer... It's on your teammates selfishness.

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